Files
VoxelEngine/Core/Game.cs

111 lines
3.6 KiB
C#

using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using OpenTK.Windowing.Common;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.GraphicsLibraryFramework;
using VoxelEngine.Rendering;
using VoxelEngine.World;
namespace VoxelEngine.Core;
public sealed class Game : GameWindow
{
private const float MoveSpeed = 8f; // units per second
private const float Sensitivity = 0.15f; // degrees per pixel
private readonly BlockRegistry _registry = new();
private Shader _shader = null!;
private Texture _texture = null!;
private ChunkRenderer _renderer = null!;
private Camera _camera = null!;
public Game(GameWindowSettings gameSettings, NativeWindowSettings nativeSettings)
: base(gameSettings, nativeSettings) { }
protected override void OnLoad()
{
base.OnLoad();
GL.ClearColor(0.45f, 0.65f, 0.95f, 1.0f);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
_shader = new Shader("Assets/shaders/chunk.vert", "Assets/shaders/chunk.frag");
_texture = new Texture("Assets/textures/atlas.png");
Chunk chunk = BuildChunk();
float[] mesh = new ChunkMesher().Build(chunk, _registry);
_renderer = new ChunkRenderer(mesh);
_camera = new Camera(new Vector3(8f, 20f, 40f), ClientSize.X / (float)ClientSize.Y);
CursorState = CursorState.Grabbed;
}
private Chunk BuildChunk()
{
var chunk = new Chunk();
for (int x = 0; x < Chunk.Size; x++)
for (int z = 0; z < Chunk.Size; z++)
for (int y = 0; y < Chunk.Size; y++)
{
if (y == Chunk.Size - 1) chunk[x, y, z] = _registry.Grass.Id;
else if (y >= Chunk.Size - 4) chunk[x, y, z] = _registry.Dirt.Id;
else chunk[x, y, z] = _registry.Stone.Id;
}
return chunk;
}
protected override void OnUpdateFrame(FrameEventArgs args)
{
base.OnUpdateFrame(args);
if (!IsFocused) return;
KeyboardState keyboard = KeyboardState;
if (keyboard.IsKeyDown(Keys.Escape)) { Close(); return; }
float distance = MoveSpeed * (float)args.Time;
if (keyboard.IsKeyDown(Keys.W)) _camera.Move(_camera.Front * distance);
if (keyboard.IsKeyDown(Keys.S)) _camera.Move(-_camera.Front * distance);
if (keyboard.IsKeyDown(Keys.A)) _camera.Move(-_camera.Right * distance);
if (keyboard.IsKeyDown(Keys.D)) _camera.Move(_camera.Right * distance);
if (keyboard.IsKeyDown(Keys.Space)) _camera.Move(Vector3.UnitY * distance);
if (keyboard.IsKeyDown(Keys.LeftShift)) _camera.Move(-Vector3.UnitY * distance);
Vector2 delta = MouseState.Delta;
_camera.AddRotation(delta.X * Sensitivity, -delta.Y * Sensitivity);
}
protected override void OnRenderFrame(FrameEventArgs args)
{
base.OnRenderFrame(args);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_shader.Use();
_shader.SetMatrix4("model", Matrix4.Identity);
_shader.SetMatrix4("view", _camera.GetViewMatrix());
_shader.SetMatrix4("projection", _camera.GetProjectionMatrix());
_shader.SetInt("atlas", 0);
_texture.Use(TextureUnit.Texture0);
_renderer.Draw();
SwapBuffers();
}
protected override void OnResize(ResizeEventArgs e)
{
base.OnResize(e);
GL.Viewport(0, 0, e.Width, e.Height);
if (_camera is not null) _camera.AspectRatio = e.Width / (float)e.Height;
}
protected override void OnUnload()
{
_renderer.Dispose();
_texture.Dispose();
_shader.Dispose();
base.OnUnload();
}
}